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(2)Blue Silence
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Dec 12 2009, 11:21 pm
By: ImagoDeo  

Dec 12 2009, 11:21 pm ImagoDeo Post #1



Nevermind, apparently my map is pointless, amateur, stupid, and useless. /glare @ Excalibur

Post has been edited 5 time(s), last time on Dec 13 2009, 4:19 am by ImagoDeo.



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Dec 13 2009, 12:05 am BeDazed Post #2



Basically, it's way too narrow.



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Dec 13 2009, 12:10 am ImagoDeo Post #3



Quote from BeDazed
Basically, it's way too narrow.

Thanks for the feedback.



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Dec 13 2009, 12:11 am CecilSunkure Post #4



Widen the two vertical paths leading to the middle to make up for the very narrow two bridges on the left and right. Also make the middle expo seem wider, make it easy to have large battles on, get rid of the little cliffs altogether in the middle expo.

I also don't like the two ramps on the nat; they aren't mirrored. Make the north ramps with the gravel as narrow as a ramp doodad, to make the ramps more even. The top player's nat has a wide ramp to the back of the map, and the south player's nat has a wide gravel ramp to the middle of the map -not good. To fix this you could just make the nat normal dirt terrain, and put one ramp on the choke to the main base on each side of the map, the ramp would lead directly to each player's nat. If you were to do this, I would also place a small cliff wall between the each of the nat's terrain and the water, and create a narrow walking path around this wall to each of the corner expos at top left and bottom right.



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Dec 13 2009, 12:14 am ImagoDeo Post #5



Did the center stuff - but I think it would be better to widen the top nat ramp instead of narrowing the bottom one. I can try both and then see.



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Dec 13 2009, 12:46 am 13Stallion Post #6



Mains are way too small and workers/nexus can be tanked which is a no-no. Another thing is that there is not much traversable terrain so tanks will be imba if they just mass at the mid to prevent any enemy offensives. Other than that it just seems to have so much water.



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Dec 13 2009, 12:54 am ImagoDeo Post #7



Quote from 13Stallion
Mains are way too small and workers/nexus can be tanked which is a no-no. Another thing is that there is not much traversable terrain so tanks will be imba if they just mass at the mid to prevent any enemy offensives. Other than that it just seems to have so much water.

I've made some changes, about to change OP.

The mains aren't reliably tankable; it's low-to-high, so I wouldn't think you could do it very well. Correct me if I'm wrong.

Instead of changing the nats to low dirt, I widened the ramps. Should clear up any imba there.

Need more feedback, thanks for everyone who's posted so far.



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Dec 13 2009, 1:04 am Super Duper Post #8



Two ways into the main. Very bad for Z early game. The bridges can be easily abused by terran. The map is kind of linear. Double gas is bad. Put a mineral field on each island expansion that has 0 amount so terrans cant land a CC there. Map is bland.

On a separate note...
Quote from ImageDeo
Ok, Ex, tell me what I'm doing wrong.
That'a boy!



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Dec 13 2009, 1:13 am 13Stallion Post #9



Ok looks a tad better, but still somethings missing. I say screw the islands and make alternative paths around the central area so the map isnt linear players have more attacking options

-Yeah Zerg can be trampled over early game since they will have trouble sunking the nat from 2 ways



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Dec 13 2009, 1:46 am ImagoDeo Post #10



@Ciara - The main only has one way into it. The nat has two, but the second one goes right by the main - advance warning counts for something, doesn't it?

I should just remove the bridges and make those two paths wider?

Main gas and nat gas, I think you mean?

Fixed the islands.

@Stallion - We'll see. Sunking the nat from two directions will be mitigated by the main having vision over the second land route there. Any enemy units have to go by the main, and will be seen coming.



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Dec 13 2009, 3:39 am Super Duper Post #11



Nope, the zerg player could put all his sunkens facing a single ramp and zealots could sneak in from the back and make it a GG.
Ergo:
Quote
-Yeah Zerg can be trampled over early game since they will have trouble sunking the nat from 2 ways
Remove the bridges, make the path wider.
Oh, something that's key. The only safe way to use bridges is to get to an expansion. Anything else has siege tanks written on it.


...
Come to think of it, deleting the islands might be a good idea because you could open up the middle more, thus making the map less linear.

EDIT: Also, your picture isint working.



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Dec 13 2009, 3:42 am ImagoDeo Post #12



Check it now. You made your post while I was editing the OP.



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[05:21 pm]
NudeRaider -- Oh_Man
Oh_Man shouted: NudeRaider yeh thts straight up cheating
the mutas yes, the wraiths probably not. Have you even watched the video? ;)
[12:56 pm]
Oh_Man -- NudeRaider
NudeRaider shouted: Oh_Man Artosis hasn't caught on how devastating the perfect focus fire is. With the mutas he was like "the Mutas always seem to have less hp than against a human". But he didn't notice that the flock he had selected always just had one muta that was hurt. Same with the wraiths here. He's talking about how valks+wraith is gonna destroy Pluto's valks, then 5s later he's dumbfounded the human player's air is just gone and he never figured out why. And for some reason didn't even think to go back and look at the battle.
yeh thts straight up cheating
[12:24 pm]
Oh_Man -- arty's done another vid. he's also announced he's going to organise showmatches with pro, with NO maphacks, so we can see its actual capabilities
[10:09 am]
NimoStar -- It can by playing the same map thousands of times. It is similar to AI speedrunning games
[2026-9-23. : 2:30 am]
Symmetry -- I dreamed about that as a kid. The idea of a computer capable of analyzing a starcraft map and calculating the fastest possible way to hit the victory condition
[2026-9-23. : 2:29 am]
Symmetry -- But can AI beat my custom maps?
[2026-9-22. : 12:32 pm]
Oh_Man -- yea APM vs eAPM
[2026-9-22. : 8:48 am]
NimoStar -- plus most of the human APM is just spam clicking APM inflation
[2026-9-22. : 8:47 am]
NimoStar -- the thing with the "*12" thing is completely misleading. The AI isn't using two control groups, it can use each of those actions to command a single unit individually and issue different commands to each single unit.
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